feat(ui): pointer events for natives and elements, with capture; on-down and on-up; hits in painting order
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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20 changed files with 349 additions and 46 deletions
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@ -7,6 +7,9 @@ const PAD_STICK: float = 0.5
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var rp_next: []float = [-1.0, -1.0, -1.0, -1.0]
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var rp_a: bool = false
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var rp_b: bool = false
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var rp_act: bool = false
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var in_act_down: bool = false # A or Enter went down this frame, or came up
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var in_act_up: bool = false
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# what is held this frame: the arrow keys, the d-pad (SDL's order: 11 up, 12 down, 13 left, 14
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# right) and the stick past half way along its larger axis
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function in_held(i: UiInput) -> void {
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@ -14,6 +17,7 @@ function in_held(i: UiInput) -> void {
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i.held_down = Input.key_down(Key.Down)
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i.held_left = Input.key_down(Key.Left)
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i.held_right = Input.key_down(Key.Right)
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i.held_enter = Input.key_down(Key.Enter)
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if not Input.pad_connected(0) { return }
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let ax = float(Input.pad_axis(0, 0))
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let ay = float(Input.pad_axis(0, 1))
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@ -36,6 +40,10 @@ function in_repeat(i: UiInput) -> void {
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if i.pad_b and not rp_b { i.escape = true }
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rp_a = i.pad_a
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rp_b = i.pad_b
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let act = i.pad_a or i.held_enter
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in_act_down = act and not rp_act
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in_act_up = rp_act and not act
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rp_act = act
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}
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function rp_fire(k: int, held: bool, now: float) -> bool {
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if not held {
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